WebGL Shader Pass Benchmark (Gaussian Blur)

Testing performance of a 1D directional Gaussian blur: single pass vs. multiple passes.

This version uses a true Gaussian kernel. Applying the Gaussian blur `P` times with a standard deviation (`σ`) per pass adjusted as `σ_pass = σ_target / sqrt(P)` yields a result mathematically equivalent to a single pass with `σ_target`.

Note: The visual output should be identical (within precision limits). The total number of texture fetches per pixel will differ between modes (Single: `2*ceil(3*σ_target)+1`, Multi: `P * (2*ceil(3*σ_pass)+1)`).

10.0 (Radius ≈ 30, Samples ≈ 61)
2 (σ per pass ≈ 7.1, r ≈ 22)
1.0
0.0

Results (GPU Time - lower is better)

Initializing... Timer results may take a few frames to stabilize. Refresh if needed.
Single Pass: - ms
Multi Pass: - ms ( passes)